The Fate of All

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The Fate of All

Score
8.7
Players
1-2
Time
240 to 1200 min
Recommended Age
14+
Difficulty
hard
Type
game
categories

Description

Loosely inspired on SPI’s “The Conquerors”, The Fate of All is an operational / tactical simulation covering the first four years of the campaign led by Alexander the Great against the Achaemenid Empire ruled by Darius III, and other related conflicts.

The final goal is to give a realistic representation of ancient warfare, without strange salads of godly interventions, auguries and Homeric duels. In the end, players will find that the problems faced were similar to those encountered during the Napoleonic era or the American Civil War.

Counters are 5/8″, each one representing a formation, from a Macedonian Phalanx Taxis (approx. 1500 soldiers) to a Cavalry Ile (200 – 300 mounted soldiers). Commanders and naval forces are also represented and will be key elements for the final victory.

Rules are centred on the problems of army organisation, supply and morale: Commanders are essentials, armies must be organised in a balanced way or they will move slowly, cavalry must be used for foraging, raid and reconnaissance, morale must be kept under control using sound military achievements or donations.

Political aspects are also a key element: Actions like Plundering and Sacking will have a negative impact on the local support by the ruling class and population, and both sides will have to use money or threats to gain it back. Last but not least, treason, revolts and dubious allies will be a problem too.

The four maps cover Greece, part of the Balkans, Anatolia, Egypt and the Middle East up to Babylon. The scale is 30 km per hex with monthly turns.

The maps are designed using the latest archaeological studies and findings, but despite centuries of research several things are still only vaguely known: Some examples are the extension and path of the Persian Royal Roads, the location of several important cities and the exact route of Alexander’s Army. In these cases, the “most accepted theory” rule has been used.

Battles can be fought using Strategic Combat, still realistic but quicker, or to their full extent using the Tactical Rules and Map – probably the best choice for a decisive battle.

All the classical sources and several modern military-focused studies have been used during development. In particular, The Anabasis of Alexander by Arrian was chosen as the main and most reliable classical source for two reasons: Arrian based most of his writing on the now lost Ptolemy’s account of the campaign, and he was himself a military commander, thus having a better understanding of the problems and key facts of a military campaign.

Game Highlights
  • 30 km per hex, one month per turn
  • Units representing various formations, from Phalanx to Chariots
  • Order of battle and commanders based on primary sources and the most recent historical research
  • Realistic supply problems with realistic and possibly violent solutions
  • Cavalry Reconnaissance, Foraging and Raiding
  • Reaction Movement, not so easy retreats and catastrophic routs
  • Attrition and Army Morale, your first problems in the morning
  • Naval Warfare
  • Satrapies, Taxation and Bribes
  • Revolts, Treachery and worse
  • Five different scenarios:
    • The Anger of Achilles - The four decisive years of Alexander’s campaign, 334 BCE
    • Ten Thousand, Again - Parmenion’s preparatory expedition in Anatolia, 336 BCE
    • Arise, Hellas! - The Greek revolt following Alexander’s death, 323 BCE
    • It All Comes to This - The final clash between Alexander and Darius, 331 BCE
    • The Shattered Bonds - The first Diadochi war, 320 BCE

—description from the publisher